| Missions and Campaigns release; advertise your work | |
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| Tweet Topic Started: Mar 16 2008, 08:05 PM (6,540 Views) | |
| zoneofenders | Apr 16 2008, 01:49 AM Post #21 |
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Corporal
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Nice mission though i was very suprise when i heard the commissar said "its my son" one problem i got to the crews of down thunderhawk. What am i supposed to do? i shoot some coming orks but besides that nothing happend. the waypoint told me to "wait for others."
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| Hayden | Apr 16 2008, 08:08 AM Post #22 |
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Emperor Protects
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You can make simple script with custom action and when action is trigged object use setpos action to move object out of map |
![]() What in seven hells of Chaos are you waiting for? Personal Orders from the Emperor himself? When I say take that damned hill,I mean take that damned hill, not damn well stand around and stare at it. Project Leader] Mission Maker Story Maker 23rd Catachan LRRP Blog | |
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| Hayden | Apr 22 2008, 08:01 PM Post #23 |
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Emperor Protects
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here is beta of my new mission trust your brother trust your brother v05.wh40k.rar - 0.02MB enjoy and report any bugs thanks |
![]() What in seven hells of Chaos are you waiting for? Personal Orders from the Emperor himself? When I say take that damned hill,I mean take that damned hill, not damn well stand around and stare at it. Project Leader] Mission Maker Story Maker 23rd Catachan LRRP Blog | |
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| Human | Oct 29 2011, 08:51 PM Post #24 |
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Imperial Guard
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First I want to say Hi, after few years I came back to this wonderful engine (OFP) and first thing I do is releasing this Multiplayer mission, its BETA of TDM and CO-OP version(no scripts, enemies etc.). Chapter I, Stage - 01 Download Mode:Team Deathmatch, Size: Small-Medium Sides: West; Tau & Eldar East; Chaos & Orc Resistance; Marine, Steel Legion & Sisters of Battle (1 Ogryn extra) Units: 12 + 1 Commander on each side Max players: 39 Screenshots: Spoiler: click to toggle
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| Abrun4 | Oct 30 2011, 02:21 AM Post #25 |
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))(THE*BLACK*ARROW)((
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oh nice Welcome to the mod forums. may i ask how you heard about our mod? |
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3DS MAX User And Model guy for the ofpwh40k mod!!!!! [IMG][IMG]http://i856.photobucket.com/albums/ab128/abrun4/moddb.png[/IMG]http://i856.photobucket.com/albums/ab128/abrun4/moddb.png[/IMG] | |
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| Human | Oct 30 2011, 10:12 AM Post #26 |
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Imperial Guard
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That was long time ago on Gamepark and Filefront, but back then I had too weak PC to play WH40k mod (now its no sweat :P), I dont have skills to make addons, only missions (misson I posted is beta, I didnt used any scripts/triggers so dont judge my skills by it :)). I am going to make CTF's and TDM's (still sucks with CooP) maps mostly inspired by Fire Warrior game. Edited by Human, Oct 30 2011, 01:17 PM.
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| Newnoob | Oct 30 2011, 02:31 PM Post #27 |
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Missions
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@Human The map is amazing man! Will the mission have base respawn [each soldier get his weapon + ammo after respawn], briefing, intro, AI enemies [hehe I think it is impossible for normal OFP AI to move in this map], perhaps could we do it in a Sector control and CTF mode too? I am asking because I could help you with something... |
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| Human | Oct 30 2011, 02:42 PM Post #28 |
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Imperial Guard
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Yes, I checked it in many ways and Units with meele are imposible to make work here (They go through walls dammit :(), but its perfect for sector control, all I need is (Crcti's?) battlefield scripts. |
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| Newnoob | Oct 30 2011, 03:31 PM Post #29 |
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Missions
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@Human The Orkz meele attacks can be disabled by gamelogic... but no idea what to do with Kroots melee [maybe you can replace them with other units :)]. If you would like to use the minibattlefield scripts then you have to make the scripts for resistance side... and it could be hard. I will try to do triggers/scripts for sector control mode. Edited by Newnoob, Oct 30 2011, 03:48 PM.
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| Newnoob | Oct 30 2011, 06:26 PM Post #30 |
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Missions
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OK. There is my work: http://goo.gl/uLdg8 [editor version] You do not have to use all sectors - you can delete any group of triggers for one sector. Time to score 33 sec. [+1 point for normal, +2 points for yellow]. One mini trouble [more units of different sides in one sector] with hints sounds... I can set it in tittletext without a sounds. I hope it will work in MP [if no I will change the publicvariable... it needs testing]. The base respawn is ON [5. sec] so make markers RESPAWN_WEST, RESPAWN_EAST, RESPAWN_GUERRILA... The script (ac.sqs) can be simply changed. Btw set the triggers more closer and more accurately with the marker ![]() Edited by Newnoob, Oct 31 2011, 12:39 PM.
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